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I didn't know there were glitches. Interesting! Looking great so far!
They are very annoying. You can see in post #113 how the glitches look like, the weapon sprite changes slower than the character sprite and thus creates idiotic overlapping for a short time.

This only counts for Primm & Popoi, I have no idea why Randi is an exception.

[Image: iFLylrF.png]

The whip has two base animations for attacking, rest is a bunch of re-used sprites. The last frame within the attack animation is actually for recovering stamina (I just realized this).
Randi (Whip), WIP:
[Image: nuPGULJ.png]
Needs a little bit more organization to reduce empty space and some work on the palettes, credit tag and swing effect (unified colour), but otherwise it's complete. I'm thinking if I should add Primm & Popoi or if I should continue with Randi only, because he's way easier to rip due to his non-glitching animations. Adding the other two could also make the sheet a little bit cramped and more confusing to look at due to the amount of text.
Randi (Whip)

Spear and javelin are next.
Randi (Spear/Lance & Javelin, WIP)
[Image: tyQwDHe.png]
Randi (Javelin)
[Image: yYtNwwl.png]
WIP
Randi (Spear)
https://i.imgur.com/5hn02Ij.png
WIP

Good thing I'm doing Randi first, Popoi and Primm would have been a nightmare with all these glitches going on. He's a good reference for these two and will save a lot of time when I come to them.
You're doing an amazing job! I can see the light at the end of the tunnel!
Randi (Javelin)

Randi (Spear) is coming later.
Randi (Boomerang)
https://i.imgur.com/Q6PMzAV.png

WIP
Nice work on the spear! Somewhere along the way, I forgot that the javelin and spear were separate weapons.
Randi (Boomerang Var. B)
https://i.imgur.com/uLr1T4G.png
WIP

The more weapon sheets I make, the slower I get. It's really time-consuming and also boring, since it's moving, running, charge walk, charge level 1-8, etc. over and over again. I hope that after this sheet, everything will be faster done. Because then I'll have blueprints for all the other character weapons, except the glove, sword and axe. These three already have some sheets and I'm not gonna replace them until I've done everything else. This means, IF I get this far.

Also, the boomerang has two different forms, but I'll only rip one (variant b, the disc with thorns).
Yeah, I don't blame you. It's gotta be repetitive. You're so close though!
Randi (Boomerang Var. B)

I need to recharge my batteries, so no more weapon sheets for now. Instead I want to focus on the treasure chest and its traps, I really wanted to rip these sprites for a long time.

Edit:
http://shrines.rpgclassics.com/snes/som/general.shtml
8 traps in total, with 2 of them already on the site.

http://shrines.rpgclassics.com/snes/som/cheats.shtml
Some cheats to modify the character level (the higher your level, the more serious the traps become, according to rpgclassics).

https://gamefaqs.gamespot.com/boards/588...a/59120095
But here people state that encountering traps has something to do with agility and luck, not the level. It is also stated that the probability for a chest drop seems to be RNG (depending on a random number generator).

https://www.cheatzilla.com/cgi-bin/czm/cheat/3746
And I could swear that cheatzilla had a code to create a chest drop after each defeated enemy. Hm.
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